Oh boy...
Hynad said:
Both the PS5 and Series X rely on their CUs to achieve Ray Tracing. RDNA2 doesn’t have dedicated RT and Tensor cores like Nvidia’s RTX approach. |
Not entirely accurate.
AMD has included a dedicated "Ray Accelerator" in every single CU with RDNA2. - It's essentially a fixed function Ray Tracing "core".
AMD may be using FP16 compute (Leveraging Rapid Packed Math) instead of tensor cores considering how much better their GPU designs generally are with general purpose asynchronous compute anyway.
We need to remember what a CU is... It's essentially a grouping of processing cores/functional blocks, some specialized, some general purpose.
chakkra said:
Okay, let's see: Sampler Feedback Streaming (SFS) – Is a feature that allows games to load into memory, with fine granularity, only the portions of textures that the GPU needs for a scene, as it needs it. This enables far better memory utilization for textures, which is important given that every 4K texture consumes 8MB of memory. = Performance Variable Rate Shading (VRS) – Increases GPU efficiency by concentrating shader work where it’s most needed and reducing shader work in areas where it won’t be noticeable. With minimal developer effort, VRS significantly improves GPU performance resulting in more stable and higher resolutions and frame rates with no perceptible loss in visual quality. = Performance Mesh Shading – Mesh shading will enable developers to dramatically improve the performance and image quality when rendering a substantial number of complex objects in a scene. As an example, mesh shaders could enable the player to experience asteroid belts and fields of flowers in more pristine detail without seeing a loss in performance. = Performance DirectStorage – Is an all new I/O system designed specifically for gaming to unleash the full performance of the SSD and hardware decompression. Modern games perform asset streaming in the background to continuously load the next parts of the world while you play, and DirectStorage can reduce the CPU overhead for these I/O operations from multiple cores to taking just a small fraction of a single core; thereby freeing considerable CPU power for the game to spend on areas like better physics or more NPCs in a scene. = Performance https://news.xbox.com/en-us/2020/03/16/xbox-series-x-glossary/ Now let's see what Anandtech have to say about these features in specific: "Meanwhile variable rate shading and mesh shaders are going to be less visible to end users, but they offer tangible performance improvements, and in the case of mesh shaders will eventually dramatically alter the geometry pipeline for games designed with mesh shaders as a baseline feature. Finally, sampler feedback will allow game developers to get a better idea of what textures and texel blocks within those textures are being used, allowing developers to better manage what assets are in VRAM and what needs to be pre-loaded." |
None of that refutes anything I have said prior.
--::{PC Gaming Master Race}::--
Pemalite said:
Not entirely accurate. |
I wasn’t aware of that but I am not surprised they did this, since it makes sense.
The point I was making still stands though. Both the PS5 and Series X use their CUs to provide hardware accelerated ray tracing.
Pemalite said:
I am talking low-level stuff not marketing fluff laid on top, that is for those who don't delve into the hardware nitty gritty.
They are the same from a user standpoint. One is essentially a marketing term from nVidia, another is a marketing term from AMD.
I am not saying they are 400w units, just saying that the wattage a unit might have stickered onto the side is irrelevant.
I already touched on thermodynamics and energy conversion efficiency. - Which includes heat.
My point is from the very beginning is that the hardware needs to actually be tested before anything definitive can be asserted.
As years have gone by and Power supplies have gotten more efficient... Many PC PSU's won't actually initiate their fan until the unit exceeds a certain temperature threshold anyway. |
The thing is we have no clue whatsoever what the efficiency for these two is... do we?
chakkra said:
That is certainly an interesting read. I just can't help but wonder why Sony decided to leave the technology inside their chip out of their marketing strategy, and especially out of Cerny's presentation. You would think that saying "Hey, our chip might be smaller but it has all these cool technologies" sounds better than saying "smaller chips are nimble." |
I don't think most people care to be honest about all these terms. Most gamers don't know jargon and majority won't pay attention. This kind of stuff won't generate sales. How many people who listened to cerny speak got much out if it? Probably only a few. Most people just want to hear stuff about games or see what the thing looks like.
KratosLives said:
I don't think most people care to be honest about all these terms. Most gamers don't know jargon and majority won't pay attention. This kind of stuff won't generate sales. How many people who listened to cerny speak got much out if it? Probably only a few. Most people just want to hear stuff about games or see what the thing looks like. |
And yet he spent a sizeable amount of time talking about variable clock rates, SSD, and 3D audio. That was certainly an interesting choice of which "jargons" should be at the forefront.
shikamaru317 said:
From what I'm reading, Sony created some confusion with the wording on the blog post about how AC runs on PS5 and XSX. When asked by a DualShockers journalist to clarify, an Ubisoft representative said that AC Valhalla is "native 4k 60 fps on XSX" and "4K at 60 fps on PS5 (upscaled 4K)". |
Oh ok, cool. Apparently Watch Dogs is slightly above 1440p on SX with RT. Makes me wonder what the PS5 and SS versions will run. Probably the same thing for PS5, 900p low point for SS.
Yasnoozea supposedly runs at 4k60 on PS5 but only 4k30 on SX. I think I’m waiting for DF to test all this before I accept it, not that it matters much anyway. Imho RT and frame rates are the most important factor for next gen.
Considering Demon's Souls is the best looking next gen title, the Xbox Series X/S having full RDNA2 won't matter, until the Series X has a title that looks heads and shoulders better than any PS5 titles.
Otherwise, its a minor advantage that doesn't compare to the potential of the SSD/ IO throughput, with near instant load times being the tip of the iceberg.
If Watch Dogs lives up to the effects video they put out today, it’s easily the most impressive thing I have seen for next gen especially when you consider the size and scope of the game. It should look great on all next gen platforms, SS maybe withstanding, who knows what the effects will look like there.
PotentHerbs said: Considering Demon's Souls is the best looking next gen title, the Xbox Series X/S having full RDNA2 won't matter, until the Series X has a title that looks heads and shoulders better than any PS5 titles. Otherwise, its a minor advantage that doesn't compare to the potential of the SSD/ IO throughput, with near instant load times being the tip of the iceberg. |
No.